3.13 change list
[snip]
NUCLEAR REVISIONS
1. Nukes require a Nuclear Plant in the city to be built (the infrastructure for getting weapons grade material)
2. Manhattan Project removes this requirement so you can build nukes in any city.
Change:
ICBMs require Satellites (cost 300)
Tactical Nukes require Composites increase Range to 6, and Damage to 1 tile (cost 200)
Increase Damage from Nuclear Attacks (75-90% population and Buildings, bomb shelters only protect population... and slightly units)
Add:
Nuclear Bombers (just like Bombers but with a 1 tile (not 9 tile) nuclear attack and require Uranium) require Flight and Radio (cost 180)
Atom Bombs (Ground Nuclear units, move 1, have a 1 tile Nuclear Attack) (cost 150)
Change:
Bunkers+Bomb Shelters should act like Walls + Castles Defense bonuses [except they Work against Gunpowder units] or possibly just reduce Collateral Damage.
[Bunkers should still give the bonus v. Air + Artillery, and Bomb Shelters still some defense v. Nukes, although not as much]
NAVAL REVISIONS:
***Needed***
If a Stealth unit is the best one for combat in a Stack (when the Stack is either attacking Or defending) then the player gets a choice whether to use that unit for combat or keep them hidden
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Planes on a Carrier should auto-bombard if their Stack is attacked.
There should be an Air unit promotion that allows Lethal Naval Bombardment
Stealth Destroyers need to detect Subs
Bonus for Subs v. 'Capital Ships' [Carriers, Battleships and Missile Cruisers]
NEW UNITS:
Bombard: Requires Gunpowder and Engineering (siege unit) [replace Catapult and Trebuchet]
Str 6 +50% v. Cities, Move 1
12% city bombardment damage (ignores Castles+Walls)
Cost 90, requires Copper or Iron
Strike Troops: Require Fiber Optics and Advanced Flight [replace Paratroopers and Marines and Explorers]
Strength 28 OR Str 24 + Woodsman I + Guerilla I,
move 2 + Ignore move cost OR move 1 + Commando
Paradrop range 7, Amphibious promotion
Cost 200-220
Televangelists: Require Mass Media (and Monastery) [replace Missionaries] cost 100
act like religious ICBMs.. they don't move, just once built they can try to plant their religion in any city in the World you have visibility and Open borders with (and no Theocracy).
Executive Jets: Require Advanced Flight (and corporate office) [replace Executives] cost 180
act like corporate ICBMs.. they don't move, just once built they can pay to plant their corporation in any city in the World you have visibility and Open borders with (and no State Property/Mercantilism).
GENERAL DIPLOMACY REVISION:
Popular opinion of Foreign Leaders
Each AI Civ Leader has an Opinion of every other civ Leader...
That Opinion rating should influence their people
So if an AI civ signs an Open Borders/Defensive Pact with you after being Furious with you for a long time, they will get unhappiness ("you are dealing with our enemies")
If an AI civ goes to War with you after being Friendly for a Long time, they will get unhappiness ("you are destroying our friends")
If an AI civ goes to war with you after being Furious for a Long time they get Happiness ("you are destroying our enemies")
If an AI civ signs an Open Borders/Defensive Pact with you after being Friendly with you for a long time, they will get Happiness ("you are dealing with our friends")
The KEY thing here is .. remove that AI term.... so if the AIs keep bugging you for things, your people will be happy if you attack them.
How do you know how Your people feel about another civ? You have a Leader that you chose and they have a set of Diplomatic modifiers. So if you chose Isabella as your leader, they will be happy to crush the heathens, and will really protest if you attack fellow Christians, buddhists, etc. or another civ with Theocracy.
You could then look at those modifiers, they would show up whenever were seeing how another civ felt about you, you would see how your people felt about them. [The 'people's feeling' would be the accumulation of that for multiple turns, so a declaration of war wouldn't make your people hate someone... a Long war would though]
OTHER REVISIONS:
New Leaders, to get the remaining slots:
Meji of the Japanese [Protective Organized]
Hiawatha of the Native Americans [Charismatic Creative]
Great Generals:
when attached to a unit, every unit in the Leader's stack has the effect of every promotion that
1. The Leader has
2. They are eligible for
3. They Don't have
so if a Longbow without CG 1 is stacked with a Leader with CG I, that Longbow gets +20% city defense
'Leadership', 'Morale', 'Tactics', and 'Combat 6' would need to be toned down or eliminated
Military Academy:
+75% Military Production, +3 culture
Walls:
Give +25% resistance to enemy spies
Great Wall:
requires Wall in city that builds it
Military Science:
Required for Ambush promotion
Raises Experience cap from 10-20
Drops upgrade cost by 25%
Interception promotions require Rocketry (available to all Gunpowder+Naval(non sub/Capital ship) units)